Noctis Vigil
2012-06-20, 06:31 AM
Well, here it is, my attempt at a blaster. Before anyone asks, I attempted to make this a caster that could go on the front line and live, hence the strange proficiency list and skills.
The Incanter
Some people learn to channel their inner magic into many arcane effects, like Sorcerers. Others use it for good and healing, like Favored Souls. These draw off the powers of arcane and divine in their blood. But there is another far less talked about type of blood power: the Incanter, one whose blood flows with the power of raw destruction.
Incanters tend to be...slightly unstable. To put it bluntly, they're nuts. As such, they are never lawful. Other than that, they can be any alignment, though they tend to have a neutral bent (destruction in the blood tends to make one omnicidal).
Incanters tend to be slightly feared by many people. Wizards (and many Sorcerers) see them as unsophisticated and as boorish as Barbarians. Paladins and Clerics usually have issues with people whose response to insult is a fireball to the face. Barbarian tribes tend to have at least one Incanter to help in battle, as destruction on the battlefield is perfect.
Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).
Skillpoints: 4+Int Mod (x4 at first level)
Hit Die: D6
{table=head]Level|BAB|Fort|Ref|Will|Special|Incantation Level
1st|+0|+0|+2|+2|Incantations, Insanity|
1
2nd|+1|+0|+3|+3|Mage Sight|
1
3rd|+1|+1|+3|+3|Armed Incantation|
1
4th|+2|+1|+4|+4|Evasion|
2
5th|+2|+1|+4|+4|Punch Through|
2
6th|+3|+2|+5|+5|Meta-Incantation|
2
7th|+3|+2|+5|+5|Improved Mage Sight|
3
8th|+4|+2|+6|+6|Spell Blaster|
3
9th|+4|+3|+6|+6|Deadly Incantations|
4
10th|+5|+3|+7|+7|Armored Incantation|
4
11th|+5|+3|+7|+7|Meta-Incantation|
5
12th|+6/+1|+4|+8|+8|Greater Mage Sight|
5
13th|+6/+1|+4|+8|+8|Enhanced Meta-Incantation|
6
14th|+7/+2|+4|+9|+9|Improved Spell Blaster|
6
15th|+7/+2|+5|+9|+9|Improved Evasion|
7
16th|+8/+3|+5|+10|+10|Meta-Incantation|
7
17th|+8/+3|+5|+10|+10|Perfect Mage Sight|
8
18th|+9/+4|+6|+11|+11|Enhanced Meta-Incantation|
8
19th|+9/+4|+6|+11|+11|Lethal Incantations|
9
20th|+10/+5|+6|+12|+12|Greater Spell Blaster|
9[/table]
Proficiencies: Incanters are proficient with all simple weapons, five martial weapons and one exotic weapon of their choice. They are proficient with light armor and light shields (but still suffer arcane spell failure chance when wearing armor).
Incantations: An Incanter is filled with an innate power, gaining a number of spell-like abilities to draw upon. At first level, he gains access to all level 0 spells that do straight damage as at-will spell like abilities.
In addition, at 1st level, he chooses 2 spells from any spell list and gains those spells as spell-like abilities useable at will. At each level, he learns 1 more spell-like ability. The highest level spell he can learn as a spell-like ability is listed on the table. Any spell he learns must deal straight hit point damage as its primary effect (so an inflict wounds or disintegrate spell would be acceptable, but finger of death or fly would not).
With the exception of 1st level Incantations, an Incanter must let a spell rest before he may use it again. For spells of 2nd through 9th level, he must wait a number of rounds equal to one-half the spell's level rounded up (so a 2nd level spell would need one round of cooldown before it could be used again, but a 9th level spell would need 5 rounds of cooldown).
Upon reaching 10th level, you instead round down (so a 3rd level spell would only require one round instead of two, and a 9th level spell would require 4 rounds instead of 5). Upon reaching 20th level, this cooldown time is reduced by one round. Unlike the rest of the Incanter's spellcasting ability, these reductions are not granted from PrC levels, so an Incanter with 9 levels of the main class and 11 levels of improving Incanter spellcasting through PrCs would not get either cooldown reduction.
In order to learn a spell as a spell-like ability, he must have a Constitution score equal to 10+the spell's level. The DC for a saving throw against a Incanter's spell-like abilities is 10+the spell level+the Incanter's Constitution modifier. An Incanter does not gain additional spell-like abilities for a high Constitution score. For the purpose of determining how strong your spell-like abilities are and what feats or items you may use, treat your Incanter level as your caster level.
When choosing spell, check what spell lists the spell is on. If a spell is on the list of a class with half casting (such as the Bard or Paladin lists) and a spell list of a full caster (such as the Cleric or Wizard lists), consider its spell level to be the level it appears as on the full caster list. If it shows up on multiple full caster lists, consider it the lower of the two spell levels.
If a spell learned by the Incanter has verbal and somatic components, the spell-like ability likewise has them, and thus suffers spell failure chance when cast in armor. If a spell has a material component or focus worth less than 100 gold, you may ignore it to cast the spell-like ability. You must still provide any component worth more than 100 gold, or provide any EXP called for by the spell.
An Incanter is eligible to take item creation feats to create magic items using spells he can cast as spell-like abilities.
When you take your first level of Incanter, choose arcane or divine. When multiclassing into prestige classes, any class that grants "+1 level of spellcasting" can increase his spell-like casting, provided it grants additional casting for the type you chose. This is the only effect this choice has, and once made, this choice is permanent and cannot be changed.
Insanity: An Incanter is quite merrily loony. In game mechanics, this shows itself as a bonus/penalty: his Wisdom modifier is always considered +0, regardless of what his actual Wisdom stat is. Any time you would add or subtract his Wisdom modifier from a die roll (such as a skill check or a Will saving throw), you add no bonus or penalty for a high or low Wisdom score. This penalty even effects other classes he may have as well (for example, an Incanter 3/Cleric 3 would get no bonus spells per day for having high Wisdom and would not add his Wisdom modifier to his Cleric spell's saving throws). This penalty may not be removed by any means, even divine intervention, unless said means removes all levels of the Incanter class.
Mage Sight: An Incanter's insanity confers a clarity of sight upon them, letting them see magic easily. At 2nd level, he is considered to have a continuous detect magic effect. This power can be activated or disabled at will as a free action.
Armed Incantation: An Incanter is trained to cast on the field of battle. As such, starting at 3rd level he may use his Incantations even if he has a weapon in his hands. Further, any Incantation he knows with a range of touch can be delivered through his weapon.
Evasion: An Incanter has learned to dodge blasts and explosions out of necessity. He gains Evasion as the Monk ability at 4th level.
Punch Through: An Incanter's Incantations are hard to stop or avoid. Starting at 5th level, he gains an untyped bonus equal to his class level on all checks to overcome spell resistance whenever he uses an Incantation. Finally, the save DC of any Incantation he uses increases by one-quarter his class level rounded down.
Meta-Incantations: At 6th, 11th, and 16th level an Incanter may take a Metamagic feat. A number of times per day equal to one-quarter his class level rounded down plus his Constitution modifier, he may choose to modify one use of one of his Incantations with the metamagic feat. He may also opt to take additional metamagic feats as his bonus feat at each third level, granting him the same number of uses as normal. Any metamagic feat can be applied to any Incantation he knows, but he may not make the spell's total level equivalent pass his maximum spell level (so no applying every metamagic you know to one Incantation).
Improved Mage Sight: An Incanter's ability to see magic continues to improve as his power (and instability) increases. At 7th level, he gains a continuous arcane sight effect. This power can be activated or disabled at will as a free action.
Spell Blaster: An Incanter can destroy magic as easily as he can destroy physical things. At 8th level, he may use dispel magic at will.
Deadly Incantations: An Incanter's Incantations are deadlier than the usual spells of a Wizard. At 9th level the damage cap of all his spells is doubled (so a magic missile could fire up to 10 missiles, and a fireball could do up to 20d6 damage). Additionally, foes that are normally immune to elemental spells still take one quarter damage from an Incanter's Incantations, and foes with elemental resistance are treated as having half that amount.
Armored Incantation: An Incanter has much experience fighting on the field of battle. As such, starting at 10th level he no longer suffers any chance of spell failure when he wears light armor or light shields.
Greater Mage Sight: An Incanter's ability to see magic continues to improve as his power (and instability) increases. At 12th level, he gains a continuous true seeing effect. This power can be activated or disabled at will as a free action.
Enhanced Meta-Incantation: At 13th level, the Incanter is considered to be able to cast spells of one level higher for the sole purpose of applying metamagic to his Incantations. Thus, a 13th level Incanter could only learn any spell up to sixth level, but could apply metamagic to them to boost his spells up to seventh level.
This ability improves to two levels higher at 18th level.
Improved Spell Blaster: An Incanter can destroy magic as easily as he can destroy physical things. At 14th level, he may use greater dispel magic at will.
Improved Evasion: An Incanter has learned to dodge even the strongest blasts and explosions out of necessity. He gains Improved Evasion as the Monk ability at 15th level.
Perfect Mage Sight: An Incanter's ability to see magic continues to improve as his power (and instability) increases. At 17th level, he gains a continuous greater arcane sight effect. This power can be activated or disabled at will as a free action.
Lethal Incantations: An Incanter's Incantations are the most lethal spells of all. At 19th level the damage cap of all his spells becomes unlimited. Additionally, his Incantations deal full damage to foes with elemental resistance, and half damage to foes with elemental immunity.
Greater Spell Blaster: An Incanter can destroy magic as easily as he can destroy physical things. At 20th level, he may use mage's disjunction at will, save that instead of being an area of effect it targets a single ongoing magical effect (such as an antimagic field), a single creature and everything they currently have on their person, or a single unattended object (such as a magic weapon or artifact).
The Incanter
Some people learn to channel their inner magic into many arcane effects, like Sorcerers. Others use it for good and healing, like Favored Souls. These draw off the powers of arcane and divine in their blood. But there is another far less talked about type of blood power: the Incanter, one whose blood flows with the power of raw destruction.
Incanters tend to be...slightly unstable. To put it bluntly, they're nuts. As such, they are never lawful. Other than that, they can be any alignment, though they tend to have a neutral bent (destruction in the blood tends to make one omnicidal).
Incanters tend to be slightly feared by many people. Wizards (and many Sorcerers) see them as unsophisticated and as boorish as Barbarians. Paladins and Clerics usually have issues with people whose response to insult is a fireball to the face. Barbarian tribes tend to have at least one Incanter to help in battle, as destruction on the battlefield is perfect.
Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).
Skillpoints: 4+Int Mod (x4 at first level)
Hit Die: D6
{table=head]Level|BAB|Fort|Ref|Will|Special|Incantation Level
1st|+0|+0|+2|+2|Incantations, Insanity|
1
2nd|+1|+0|+3|+3|Mage Sight|
1
3rd|+1|+1|+3|+3|Armed Incantation|
1
4th|+2|+1|+4|+4|Evasion|
2
5th|+2|+1|+4|+4|Punch Through|
2
6th|+3|+2|+5|+5|Meta-Incantation|
2
7th|+3|+2|+5|+5|Improved Mage Sight|
3
8th|+4|+2|+6|+6|Spell Blaster|
3
9th|+4|+3|+6|+6|Deadly Incantations|
4
10th|+5|+3|+7|+7|Armored Incantation|
4
11th|+5|+3|+7|+7|Meta-Incantation|
5
12th|+6/+1|+4|+8|+8|Greater Mage Sight|
5
13th|+6/+1|+4|+8|+8|Enhanced Meta-Incantation|
6
14th|+7/+2|+4|+9|+9|Improved Spell Blaster|
6
15th|+7/+2|+5|+9|+9|Improved Evasion|
7
16th|+8/+3|+5|+10|+10|Meta-Incantation|
7
17th|+8/+3|+5|+10|+10|Perfect Mage Sight|
8
18th|+9/+4|+6|+11|+11|Enhanced Meta-Incantation|
8
19th|+9/+4|+6|+11|+11|Lethal Incantations|
9
20th|+10/+5|+6|+12|+12|Greater Spell Blaster|
9[/table]
Proficiencies: Incanters are proficient with all simple weapons, five martial weapons and one exotic weapon of their choice. They are proficient with light armor and light shields (but still suffer arcane spell failure chance when wearing armor).
Incantations: An Incanter is filled with an innate power, gaining a number of spell-like abilities to draw upon. At first level, he gains access to all level 0 spells that do straight damage as at-will spell like abilities.
In addition, at 1st level, he chooses 2 spells from any spell list and gains those spells as spell-like abilities useable at will. At each level, he learns 1 more spell-like ability. The highest level spell he can learn as a spell-like ability is listed on the table. Any spell he learns must deal straight hit point damage as its primary effect (so an inflict wounds or disintegrate spell would be acceptable, but finger of death or fly would not).
With the exception of 1st level Incantations, an Incanter must let a spell rest before he may use it again. For spells of 2nd through 9th level, he must wait a number of rounds equal to one-half the spell's level rounded up (so a 2nd level spell would need one round of cooldown before it could be used again, but a 9th level spell would need 5 rounds of cooldown).
Upon reaching 10th level, you instead round down (so a 3rd level spell would only require one round instead of two, and a 9th level spell would require 4 rounds instead of 5). Upon reaching 20th level, this cooldown time is reduced by one round. Unlike the rest of the Incanter's spellcasting ability, these reductions are not granted from PrC levels, so an Incanter with 9 levels of the main class and 11 levels of improving Incanter spellcasting through PrCs would not get either cooldown reduction.
In order to learn a spell as a spell-like ability, he must have a Constitution score equal to 10+the spell's level. The DC for a saving throw against a Incanter's spell-like abilities is 10+the spell level+the Incanter's Constitution modifier. An Incanter does not gain additional spell-like abilities for a high Constitution score. For the purpose of determining how strong your spell-like abilities are and what feats or items you may use, treat your Incanter level as your caster level.
When choosing spell, check what spell lists the spell is on. If a spell is on the list of a class with half casting (such as the Bard or Paladin lists) and a spell list of a full caster (such as the Cleric or Wizard lists), consider its spell level to be the level it appears as on the full caster list. If it shows up on multiple full caster lists, consider it the lower of the two spell levels.
If a spell learned by the Incanter has verbal and somatic components, the spell-like ability likewise has them, and thus suffers spell failure chance when cast in armor. If a spell has a material component or focus worth less than 100 gold, you may ignore it to cast the spell-like ability. You must still provide any component worth more than 100 gold, or provide any EXP called for by the spell.
An Incanter is eligible to take item creation feats to create magic items using spells he can cast as spell-like abilities.
When you take your first level of Incanter, choose arcane or divine. When multiclassing into prestige classes, any class that grants "+1 level of spellcasting" can increase his spell-like casting, provided it grants additional casting for the type you chose. This is the only effect this choice has, and once made, this choice is permanent and cannot be changed.
Insanity: An Incanter is quite merrily loony. In game mechanics, this shows itself as a bonus/penalty: his Wisdom modifier is always considered +0, regardless of what his actual Wisdom stat is. Any time you would add or subtract his Wisdom modifier from a die roll (such as a skill check or a Will saving throw), you add no bonus or penalty for a high or low Wisdom score. This penalty even effects other classes he may have as well (for example, an Incanter 3/Cleric 3 would get no bonus spells per day for having high Wisdom and would not add his Wisdom modifier to his Cleric spell's saving throws). This penalty may not be removed by any means, even divine intervention, unless said means removes all levels of the Incanter class.
Mage Sight: An Incanter's insanity confers a clarity of sight upon them, letting them see magic easily. At 2nd level, he is considered to have a continuous detect magic effect. This power can be activated or disabled at will as a free action.
Armed Incantation: An Incanter is trained to cast on the field of battle. As such, starting at 3rd level he may use his Incantations even if he has a weapon in his hands. Further, any Incantation he knows with a range of touch can be delivered through his weapon.
Evasion: An Incanter has learned to dodge blasts and explosions out of necessity. He gains Evasion as the Monk ability at 4th level.
Punch Through: An Incanter's Incantations are hard to stop or avoid. Starting at 5th level, he gains an untyped bonus equal to his class level on all checks to overcome spell resistance whenever he uses an Incantation. Finally, the save DC of any Incantation he uses increases by one-quarter his class level rounded down.
Meta-Incantations: At 6th, 11th, and 16th level an Incanter may take a Metamagic feat. A number of times per day equal to one-quarter his class level rounded down plus his Constitution modifier, he may choose to modify one use of one of his Incantations with the metamagic feat. He may also opt to take additional metamagic feats as his bonus feat at each third level, granting him the same number of uses as normal. Any metamagic feat can be applied to any Incantation he knows, but he may not make the spell's total level equivalent pass his maximum spell level (so no applying every metamagic you know to one Incantation).
Improved Mage Sight: An Incanter's ability to see magic continues to improve as his power (and instability) increases. At 7th level, he gains a continuous arcane sight effect. This power can be activated or disabled at will as a free action.
Spell Blaster: An Incanter can destroy magic as easily as he can destroy physical things. At 8th level, he may use dispel magic at will.
Deadly Incantations: An Incanter's Incantations are deadlier than the usual spells of a Wizard. At 9th level the damage cap of all his spells is doubled (so a magic missile could fire up to 10 missiles, and a fireball could do up to 20d6 damage). Additionally, foes that are normally immune to elemental spells still take one quarter damage from an Incanter's Incantations, and foes with elemental resistance are treated as having half that amount.
Armored Incantation: An Incanter has much experience fighting on the field of battle. As such, starting at 10th level he no longer suffers any chance of spell failure when he wears light armor or light shields.
Greater Mage Sight: An Incanter's ability to see magic continues to improve as his power (and instability) increases. At 12th level, he gains a continuous true seeing effect. This power can be activated or disabled at will as a free action.
Enhanced Meta-Incantation: At 13th level, the Incanter is considered to be able to cast spells of one level higher for the sole purpose of applying metamagic to his Incantations. Thus, a 13th level Incanter could only learn any spell up to sixth level, but could apply metamagic to them to boost his spells up to seventh level.
This ability improves to two levels higher at 18th level.
Improved Spell Blaster: An Incanter can destroy magic as easily as he can destroy physical things. At 14th level, he may use greater dispel magic at will.
Improved Evasion: An Incanter has learned to dodge even the strongest blasts and explosions out of necessity. He gains Improved Evasion as the Monk ability at 15th level.
Perfect Mage Sight: An Incanter's ability to see magic continues to improve as his power (and instability) increases. At 17th level, he gains a continuous greater arcane sight effect. This power can be activated or disabled at will as a free action.
Lethal Incantations: An Incanter's Incantations are the most lethal spells of all. At 19th level the damage cap of all his spells becomes unlimited. Additionally, his Incantations deal full damage to foes with elemental resistance, and half damage to foes with elemental immunity.
Greater Spell Blaster: An Incanter can destroy magic as easily as he can destroy physical things. At 20th level, he may use mage's disjunction at will, save that instead of being an area of effect it targets a single ongoing magical effect (such as an antimagic field), a single creature and everything they currently have on their person, or a single unattended object (such as a magic weapon or artifact).